I’ve wanted to see the CLF better fleshed out for a long time. I think they could be a fun counterpart to the Colonial Marines and the UPP in the way that they’re not a unified military force. The CLF can be anything from rogue military elements, frontier militia, to ex-law enforcement that took up the CLF mantle. With that in mind, they’re designed in this post to play and feel different from the Marines. They’ll still have a general squad make up, but the roles will be slightly different and their equipment and guns will less like a carefully considered set that fills different roles and more like a grab bag of milsurp guns, civilian arms, and anything they can jerry rig.
I’d have the CLF squad be structured like this.
Squad Lead
-Has armor comparable to marine medium
-Has access to better weapons
-Has a crate of IEDs/fire bombs to pass out
-Maybe has access to custom CLF commands? Maybe they could buff their squad with a short period of increased fire rate
so they can magdump an area?
“Specialist”
-The CLF’s version of the specialist would have better weapons than normal, but still nothing quite on par with what actual Marine specialists use. As an example, CLF shouldn’t have smart weapons normally. Maybe this guy could have an assault rifle that’s been jerry rigged to work with a smartscope? Other ideas I had are things like a chemical sprayer/flamethrower that’s dependent on a backpack slot tank for it to fire or a flechette rifle that eats through armor.
Support
-2 per squad
-Same general gear as regular CLF only they have the MAR-40 LMG
I think these guys would be decent at locking down an area considering the LMG can take some pretty good attachments. Slap a bipod and a miniscope on these and they’re good at covering an area. I’d add a custom rail attachment for the LMG, make it one of those upper lug handles you see on some LMGs, it would make the LMG slow the user down less when wielded and maybe give a small handling/accuracy boost.
Soldiers
-Has access to the MAR-40 line of weapons except for the LMG
-Same with the squad lead, they’d have armor comparable to marine medium
-Basically the closest you can get to a CM PFC
These guys would be limited per squad. They would represent the smaller percentage of CLF that actually have some degree training be it military, law enforcement, militia, etc. More or less the most easy to understand and play similarly to the standard CM PFC.
Medic
-Same as CM medics, but with CLF gear
Engineer
-Just like the medic, they have all the same basic equipment as their CM counterparts.
-Maybe let them buy fun stuff like breaching charges that also set things on fire in the explosion cone?
Fighters
-Does not begin with access to the MAR-40s
-Standard crap CLF hauberk armor
-The armor is crap, but it doesn’t slow you down much so you can move pretty fast.
-Only squad role that isn’t limited
-Access to most civilian/survivor weapons
-Can somewhat cover most roles with their access to shotguns, hunting rifles, and smgs.
These would represent the average untrained CLF combatant that has to make due with outdated or civilian weapons. While the primary weapon of the colonial marines is the pulse rifle, I think these guys should depend primarily on an SMG. This would pair well with their high movement speed and make them play differently to the regular pfc. That being said, we’ve all played these guys in an ERT role and seen how fast they get stomped, and while from a roleplay perspective, I like the idea of them being weaker than most soldiers, I know it’s not super fun to just get wiped out. Which leads me to the points/vendor system.
So just like how PFCs have 45 points to spend on gear, CLF fighters would as well. In no particular order and not always with suggested point costs:
Shotgun derringer kit
-Comes with a 2 tap shotgun derringer in 20 gauge and a pouch holster
-Good for surprising a bug or marine at close range
-Not sure how expensive this one should be because of how powerful it could end up being
Armor upgrade - 30 to 45 points?
-Basically marine medium armor
MAC-15 pouch - 15 points
The MAC-10 is one of the worst “primary” weapons in the game because it takes up just as much space as a full sized gun while not having
nearly enough power to justify itself. So this would take it from being a crap primary to a great side arm.
K42-Automag
Just a big hand cannon
MAR-40 kit - 30 to 45 points?
-Standard MAR-40
-Comes with a couple of extended magazines for your trouble
Hummingbird Pistol - 5 to 10 points?
-Exact same pistol as the one marines can get from their items tab on their character profile
M16-kit - 20 to 25 points?
-Not a bad weapon all in all, but the magazine size is a bit small at only 20 rounds per magazine.
-Something to consider, unlike the marines who all run around with guns that share the same ammo, this one can’t transfer ammo
from the MAR-40’s magazines to fill it’s own. So depending on how many take it, you may or may not find it easier to restock in the field.
-That being said, unlike marine kit weapons, the m-16(and MAR-40 of course) should have plenty of ammo stocked in the regular weapon/ammo vendors as
the balancing factor is that they’re paying for basic weaponry.
Generic pouches
There’s nothing high tech about bigger bags to hold your stuff. CLF should be able to use their points for all the expected pouches just like marines.
Standard Weapons
Basira-Armstrong Rifle
MP-5
MAC-15
UZI
HG 37-12 Pump Shotgun
Double Barrel Shotgun
Beretta 92FS Pistol
Holdout pistol
Standard Armor
CLF hauberk
CLF Heavy armor
-This would be comparable to marine medium, but slow you down quite a bit. Where as marine armor is made out of high quality materials, this would
protect you via the sheer redundancy of having lots of kevlar and plating and such.
I’ll be adding more to this later.